Adding objects to the environment at timed intervals

Posted by david on Game Development See other posts from Game Development or by david
Published on 2011-02-10T00:37:26Z Indexed on 2011/02/10 7:34 UTC
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I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights?

Here is my code:

/**** FOX CLASS ****/
import env3d.EnvObject;
import java.util.ArrayList;

public class Fox extends Creature
{
    private int frame = 0;
    public Fox(double x, double y, double z)
    {
        super(x, y, z);

        // Must use the mutator as the fields have private access
        // in the parent class
        setTexture("models/fox/fox.png");
        setModel("models/fox/fox.obj");

        setScale(1.4);
    }

    public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures)
    {
        frame++;
        setX(getX()-0.2);
        setRotateY(270);

        if (frame > 120) {
            Fox f = new Fox(60, 1, (int)(Math.random()*28)+1);
            new_creatures.add(f);
            frame = 0;
        }

        for (Creature c : creatures) {
            if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) {
                    dead_creatures.add(c);
            }
        }

        for (Creature c : creatures) {
            if (c.getX() < 1 && c instanceof Fox) {
                dead_creatures.add(c);
            }
        }
    }
}

import env3d.Env;
import java.util.ArrayList;
import org.lwjgl.input.Keyboard;

/**
 * A predator and prey simulation.  Fox is the predator and Tux is the prey.
 */
public class Game
{
    private Env env;    
    private boolean finished;
    private ArrayList<Creature> creatures;
    private KingTux king;
    private Snowball ball;
    private int tuxcounter;
    private int kills;

    /**
     * Constructor for the Game class. It sets up the foxes and tuxes.
     */
    public Game()
    {
        // we use a separate ArrayList to keep track of each animal. 
        // our room is 50 x 50.
        creatures = new ArrayList<Creature>();

        for (int i = 0; i < 10; i++) {
            creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1));
        }

        for (int i = 0; i < 1; i++) {
            creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1));
        }

        king = new KingTux(25, 1, 35);

        ball = new Snowball(-400, -400, -400);
    }

    /**
     * Play the game
     */
    public void play()
    {

        finished = false;

        // Create the new environment.  Must be done in the same
        // method as the game loop
        env = new Env();

        // Make the room 50 x 50.
        env.setRoom(new Room());

        // Add all the animals into to the environment for display
        for (Creature c : creatures) {
            env.addObject(c);
        }

        for (Creature c : creatures) {
            if (c instanceof Tux) {
                tuxcounter++;
            }
        }

        env.addObject(king);
        env.addObject(ball);

        // Sets up the camera
        env.setCameraXYZ(30, 50, 55);
        env.setCameraPitch(-63);

        // Turn off the default controls
        env.setDefaultControl(false);

        // A list to keep track of dead tuxes.
        ArrayList<Creature> dead_creatures = new ArrayList<Creature>();
        ArrayList<Creature> new_creatures = new ArrayList<Creature>();

        // The main game loop
        while (!finished) {            

            if (env.getKey() == 1 || tuxcounter == 0)  {
                finished = true;
            }

            env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0);
            env.setDisplayStr("Kills: " + kills, 140, 0);

            processInput(); 

            ball.move();

            king.check();

            // Move each fox and tux.
            for (Creature c : creatures) {
                c.move(creatures, dead_creatures, new_creatures);
            }

            for (Creature c : creatures) {
                if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) {
                    dead_creatures.add(c);
                    ball.setX(-400);
                    ball.setY(-400);
                    ball.setZ(-400);
                    kills++;
                }
            }

            // Clean up of the dead tuxes.
            for (Creature c : dead_creatures) {
                if (c instanceof Tux) {
                    tuxcounter--;
                }
                env.removeObject(c);
                creatures.remove(c);
            }

            for (Creature c : new_creatures) {
                creatures.add(c);
                env.addObject(c);
            }

            // we clear the ArrayList for the next loop.  We could create a new one 
            // every loop but that would be very inefficient.

            dead_creatures.clear();
            new_creatures.clear();

            // Update display
            env.advanceOneFrame();
        }

        // Just a little clean up
        env.exit();
    }

    private void processInput()
    {
        int keyDown = env.getKeyDown();
        int key = env.getKey();

        if (keyDown == 203) {
            king.setX(king.getX()-1);
        } else if (keyDown == 205) {
            king.setX(king.getX()+1);
        }

        if (ball.getX() <= -400 && key == Keyboard.KEY_S) { 
            ball.setX(king.getX());
            ball.setY(king.getY());
            ball.setZ(king.getZ());
        }
    }

    /**
     * Main method to launch the program.
     */
    public static void main(String args[]) {
        (new Game()).play();
    }
}

/**** CREATURE CLASS ****/
/* (Parent class to Tux, Fox, and KingTux) */
import env3d.EnvObject;
import java.util.ArrayList;

abstract public class Creature extends EnvObject
{
    private int frame;
    private double rand;
    /**
     * Constructor for objects of class Creature
     */
    public Creature(double x, double y, double z)
    {
        setX(x);
        setY(y);
        setZ(z);
        setScale(1);
        rand = Math.random();
    }

    private void randomGenerator()
    {
        rand = Math.random();
    }

    public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures)
    {        
        frame++;
        if (frame > 12) {
            randomGenerator();
            frame = 0;
        }

//         if (rand < 0.25) {
//                 setX(getX()+0.3);
//                 setRotateY(90);
//         } else if (rand < 0.5) {
//                 setX(getX()-0.3);
//                 setRotateY(270);
//         } else if (rand < 0.75) {
//                 setZ(getZ()+0.3);
//                 setRotateY(0);
//         } else if (rand < 1) {
//                 setZ(getZ()-0.3);
//                 setRotateY(180);
//         }

        if (rand < 0.5) {
            setRotateY(getRotateY()-7);
        }   else if (rand < 1) {
            setRotateY(getRotateY()+7);
        }

        setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5);
        setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5);

        if (getX() < getScale()) setX(getScale());
        if (getX() > 50-getScale()) setX(50 - getScale());
        if (getZ() < getScale()) setZ(getScale());
        if (getZ() > 50-getScale()) setZ(50 - getScale());

        // The move method now handles collision detection
        if (this instanceof Fox) {
            for (Creature c : creatures) {
                if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) {
                    dead_creatures.add(c);
                }
            }
        }
    }        
}

The rest of the classes are a bit trivial to this specific problem.

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